Soul Bound (5e Race)
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You know... Being a living armor has its obvious and awesome benefits, but... also its certain drawbacks... Oh boy, the drawbacks... For example, I have so much time. I'm on a point in my existance where I... I don't know what else I could do with my self... I'm kind of bored. Everything is for me kind of the same by now. Do you understand? So much has became meaningless around me. Just like you. Ahm, I mean, I like you and I value the time we spend together, but in a few... sorry, I mean in maybe 90 years from now on or so, I will eventually meet someone new to spend my time with. Do you understand? The people around me became replacable... In some way... And than I continue my dairy. And the copy of it. And the copy of the copy. Just in case I lose one.
A Mortal Mind In An Immortal Body
Soulbounds are souls that no longer occupy a organic body, but have been bounded to an artificial replacement. A soulbound appears as a very tranparent, shadowy darkness, filling the armor. The head of a soulbound contains two piercing motes of light through which the soulbound perceives the world. The bounding process is mainly the result of a divine intervention by a God to rescue a soul from a dying body. Only a wish-spell casted by at least 30 masters of the art is strong enough to recreate the bounding process. Soulbounds are exceedingly rare and are often mistaken for monsters such as Animated Armors, Golems, or Helmed Horrors.
The body replacement is commonly a suit of armor, though in rare cases it can also be a golem or a shield guardian. Most soulbounds bound to a light and medium armor are likely to equip "missing" pieces, especially the headwear, to avoid being mistaken for something sinister. The armor responds to external pressure and physical contact as if it is filled rather than hollow, though the space inside can be filled, or occupied. Soulbounds mostly describe it to feel weird to be worn by someone, like a second heartbeat, even they don't have a heart anymore. A soulbound's pieces are magically tethered to each other and actively seek to rejoin the chest piece in a 5ft radius, if separated from it. A soulbound can always feel in what direction a piece of their armor is located. The various armor pieces of a soulbound can be removed, but not without also taking the shadowy limb itself. A separation causes no more than minor discomfort for the soulbound, but are yet difficult to take away if the soulbound doesn't want it. The chest piece is the heart piece of every soulbound too which the soul is unremovable fused. Destroying the chest piece means killing the soulbound. The armor bound to the soulbound is capable of very slow but perfect regeneration, making their bodies last under normal conditions for an undefined time. This makes soulbounds basicly immortal and outlive their organic counterparts easily, but are not unkillable. The maximum age for a soulbound has not yet been determined, but it seems to depend on the soulbound's lifestyle, like exposure to risk.
After living for a few centuries they often struggle with keeping their memories in order and recalling specific events that are older than a few decades. While a soulbound is capable of learning and growing wiser after the binding, they are limited to the emotional or mental maturity of their age and race they were befor. A heavy side effect of the bounding is that many soulbounds experience a longing for the comforts of the flesh. Soulbounds are incapable of experiencing the taste of food or drinks and how it satisfyingly slides down the throut, feeling the breeze of the wind, the warmth of the sun light, the toutch of their loved ones, their lungs filling with air, dreams and other things. Anything a soulbound attempts to consume will simply fall inside their inner cavity. Thouse who can't handle this lack of sensation, are likely to fall into insanity, or take their own lives sooner or later. Most soulbounds wait until they are alone, with no one left who could miss them. Others may seek a more heroic end, but an end nonetheless.
Soulbounds keep their alignments and names they had in their former lives. But some might maybe change their names later.
Walking and talking magical armors or constructs, because of a bound soul. A new way to immortality?
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Alignment. The alignment is the same as in the soulbounds former live. For ever!~
Size. A soulbound's size depends on their former race and their weight and AC, including the proficiency scores, on the kind of armor pieces they are bound to.
Speed. Your base walking speed is 30 feet.
Living Construct. Though you are still driven by a living soul, your body is artificial, a suit of armor made of a variety of durable materials. Your creature type is construct. You are immune to normal diseases, normal toxins of any kind, suffocation, starvation, sleep loss, and what ever else would damage a fleshy being. You do not benefit from any conventional magical HP-restoration. Since you are a soul bound to an armor or a construct, so are your HP bound to it. Especially the chest piece. If it should get destroid you die instantly. Befor your chest piece can take damage itself, it drains recived damage from your HP's to mend itself. Should you reach 0 HP you stabilize automatically, but your armor pieces fall motion less to the ground. Other destroyed armor pieces may recover from what is left of them slowly over time. Until destroyed pieces had a full recovery, your HP are reduced by the percentage, represented by the destroyed armor pieces. A soulbound may recover broken parts and HP's faster through a meditation ritual innately known to them, which requires no material components to cast. This ritual restores their armor and HP to maximum and takes 4 hours to fully prepare and cast in which you remain motionless while fully aware of your surroundings. Alternatively can the spell mending be casted, to cure a soulbounds wounds. The caster may expand any number of spell slots(minimum 1) causing the spell to heal a number of hit points equal to 1d8 + their spellcasting ability modifier. When using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Ensouled Armor. You can control your seperated limbs, as long as they are not more than 20 feet away from your chest piece.
Artificial senses. Because you do not have physical eyes or ears, your senses are magical in nature. You have advantage on saving throws against any effect that can cause the blinded or deafened conditions. You also feel no discomfort from normal extremes of temperature, and are immune to Exhaustion caused by exceptionally hot or cold natural environments.
Insomnia. You cannot be put to sleep by any means. You can always feel in what direction a piece of your armor is located.
Antimagic susceptability. You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Empty, But Not.. Any spell or ability that treates a armored creature differently considers you to be an armored creature, regardless of your lack of fleshy armor filler.
Languages. You can speak, read and write common and up to one extra language of your choice based on the background of the soul bound to the armor.
Subrace. As a soulbound, you have slightly different properties depending on the kind of armor to which you are bound. Choose one of the following subraces.
Light Armor Soulbound
Ability Score Increase. Your Dexterity score increases by 2.
Lightweight. Your base speed is 40ft.
Armor class. Your AC is equal to 8 plus your Dexterity modifier, plus your proficiency bonus.
Medium Armor Soulbound
Ability Score Increase. Your Dexterity or Strength score increases by 1, and your Constitution score increases by 1.
Flexible. You can take the Dodge action as a bonus action a number of times equal to your Dexterity modifier(minimum 1). You regain all expended uses of this trait when you complete a long rest.
Armor class. Your AC is equal to 11 plus your Dexterity modifier (Max 2) plus your proficiency bonus.
Heavy Armor Soulbound
Ability Score Increase. Your Strength score increases by 2.
Heavy plating. At the end of a short or long rest, you gain temporary hit points equal to your level.
Armor class. Your AC is equal to 15 plus your proficiency bonus.